Commit Graph

19702 Commits

Author SHA1 Message Date
The Sharkening
833277d7b9 Buffs cyborg health to match human health (135) (#2644)
## About The Pull Request

Buffs cyborg health to match human health at 135 HP

## Why It's Good For The Game

They are a bit squishy, and while that was fine, the melee changes that
slow down borgs got added. I think we should of put cyborg health on par
with every other player.

## Proof Of Testing

It works.

## Changelog

🆑
balance: Buffs cyborg health to 135
/🆑
2024-12-09 15:48:02 +01:00
nikothedude
8291b65793 Fixes records on examine for ghosts and other scenarios. ADDS EXPLOITABLES TO GHOST ROLES (#2484)
## About The Pull Request
Closes https://github.com/Bubberstation/Bubberstation/issues/2482
Closes https://github.com/Bubberstation/Bubberstation/issues/1955
## Why It's Good For The Game
Firstly, bugs bad.
Secondly, allowing exploitables to be visible on ghost roles, such as
persistence hostages, is very rich for roleplay, esp since these
people's place in the world doesnt just suddenly vanish if you stop off
the station.

With the help of another PR I will soon make, this will very much help
with dauntless interrogations.
## Proof Of Testing


![image](https://github.com/user-attachments/assets/390ab32d-2c84-49fc-ad50-a9a34061af05)
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
fix: Records on examine now works properly
add: Ghost roles now have exploitables
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-12-07 16:17:30 -07:00
StrangeWeirdKitten
17dc19ef6d fixes loadout runtime
Update human.dm

Update self_ignition.dm

fixes screenshot tests
2024-12-07 16:17:17 -07:00
SmArtKar
223badbebb Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request

Upon getting stabbed in your eyes or having a bullet fly through your
head there's a chance (minor for stabbing, extremely low for headshots)
you'll receive a new "Eye Puncture" wound which causes profuse bleeding
out of your now-empty eye hole. Once healed you'll have to deal with a
scar on your eye which cannot be cured and requires surgical
replacement. Eye scarring will reduce your eyes' max health by 15, give
you a minor screen tint and a fancy visual on your character sprite.
Getting scarring on both eyes will turn you completely blind.

![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321)

This PR also introduces a new quirk which gives you eye scarring on the
eye of your choice and an eyepatch to go alongside it, just make sure
that it sits on the right eye.

Also added medical(white) subtype of eyepatches to loadout for those who
want that version instead. Credits to AnturK on discord for the idea.

## Why It's Good For The Game

Its a neat lil' feature that makes the game more immersive, and unlocks
more roleplay opportunities for players. New quirk gives access to this
feature for players who want to make it a part of their character's
backstory (or maybe as a part of permanent scar roleplaying).

## Changelog
🆑
add: Getting stabbed or shot in the eyes has a chance of giving you a
new wound and a semi-permanent scar, blinding you on one side
add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
you a fancy eyepatch
add: Medical eyepatches have been added to loadout
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
# Conflicts:
#	code/_globalvars/traits/_traits.dm
#	code/_globalvars/traits/admin_tooling.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
2024-12-01 22:09:44 -08:00
lessthanthree
dea9e6b55a edits 2024-12-01 13:22:51 -08:00
grungussuss
5d8bdc105d some code organization for playsound(smth, pick('... (#87211)
# Conflicts:
#	code/modules/mob/living/emote.dm
2024-12-01 12:29:38 -08:00
MrMelbert
627f6baef4 Fix digi legs sprites getting stuck (#87254)
## About The Pull Request

Fixes #86756
Fixes #67174 (isn't this already fixed? Oh well now it's really fixed
because I tested it)

Basically changed the random calls to `update_body_parts` with a bespoke
proc which better explains what they are there to do

Adds one missing call to head items (for `HIDESNOUT`)

## Changelog

🆑 Melbert
fix: Fixed digitigrade pants sprite not updating in accordance to some
leg updates
/🆑
# Conflicts:
#	code/modules/mob/living/carbon/human/human_update_icons.dm
#	code/modules/surgery/bodyparts/species_parts/lizard_bodyparts.dm
2024-12-01 12:29:22 -08:00
grungussuss
932d5cd825 Gives audible emotes an emote specific audio cooldown alongside the general audio cooldown (#87210)
## About The Pull Request
defaults:
```php
	/// How long is the shared emote cooldown triggered by this emote?
	var/general_emote_audio_cooldown = 2 SECONDS
	/// How long is the specific emote cooldown triggered by this emote?
	var/specific_emote_audio_cooldown = 5 SECONDS
```
specific cooldown only checks for the emote, while the general is a
shared cooldown, gave laugh and scream longer specific cooldowns.
## Why It's Good For The Game
The general emote cooldown fixed the problem of multiple emotes getting
used at once, now we have a problem with people using the same emote too
many times, I want to give the players ability to use sounds in their
emotes, but spamming the same emote over and over again makes me regret
it and hesitant about it, this way we can have the best of both worlds.
## Changelog
🆑 grungussuss
sound: along with the shared emote cooldown, specific emote audio
cooldown has returned.
/🆑
# Conflicts:
#	code/datums/emotes.dm
2024-12-01 12:28:11 -08:00
MrMelbert
3aefc9b6eb All melee weapon damage temporarily slows cyborgs rather than just thrown weapon damage (#87119)
## About The Pull Request

Cyborgs will now be temporarily slowed down when hit with **any melee
weapon**, based on the strength of the weapon.

Thrown weapons maintain their behavior of slowing cyborgs, and they also
now scale based on strength of the weapon.

Thrown weapon slowdown is also stronger (3x stronger) than just hitting
them. So you are still incentivized(?) to use the existing mechanic. To
catch up to them, I guess.

## Why It's Good For The Game

So, this mechanic was added as a new counterbalance to cyborgs due to no
longer being stunned in a single flash.
But 1 year later I polled the community, and the results speak for
themself:


![image](https://github.com/user-attachments/assets/bafb043f-2201-4122-8c68-ccc746046c0a)


![image](https://github.com/user-attachments/assets/f71b7048-1b98-4c05-aebb-0b8393572f7e)

It is my opinion that this mechanic is too obscure and a bit obtuse to
work as a "mechanical counter" to the cyborg.
"Yeah to catch up to a cyborg you have to throw a floor tile or a potted
plant at them."
"You mean I can't just *hit* them with the potted plant?"
"No, you gotta chuck it."

This PR aims to address that by tweaking the mechanic to trigger on any
weapon attacks. Which in my mind, makes sense. "Hitting borgs with stuff
will slow them down temporarily" is easier to parse and observe in
practice than "THROWING stuff at borgs will slow them down".


## Changelog

🆑 Melbert
balance: Cyborgs are now slowed down when hit with any melee weapons,
rather than ONLY when they are hit by THROWN melee weapons. The stronger
the weapon, the stronger the slowdown. Thrown weapons are still more
effective at slowing than just hitting them directly, however.
/🆑
2024-12-01 12:25:40 -08:00
Ben10Omintrix
6f0301d03b removes alot of click-related self registering signals on basic mobs (#87220)
## About The Pull Request
there was no real benefit of using signals over proc overrides for many
of these cases.

## Why It's Good For The Game
registering signals on self when we can just override the proc is
un-necessary, im responsible for most of these so im just confronting
the sins of my past

## Changelog
🆑
/🆑
2024-12-01 12:06:19 -08:00
larentoun
203a8bcecd Removing self-vore message from aliens + minor attack verb fixes (#87226)
## About The Pull Request
Fixes self-vore message when you get devoured by an alien.
Fixes some simple attack verbs being continuous

## Why It's Good For The Game
Bug fixes good

## Changelog
🆑
spellcheck: Correct message is shown when YOU get devoured by an alien
spellcheck: Fixed a few typos on some simple attack verbs being
continuous
/🆑
2024-12-01 12:06:19 -08:00
DATA
0519fb43c0 [NO GBP] Fixes server hop fade out (#87170)
## About The Pull Request

Turns out that if you don't test if you fix works, it probably won't!
I've actually managed to test this one, and even though it gave me a
handshake error when joining the other server, at least the fade in
worked! The fadeout is set up in the same way, so it should be fine

## Why It's Good For The Game

ACTUALLY fixes #29496

## Changelog

🆑
fix: ACTUALLY fixes server hop fade in
/🆑
2024-12-01 12:06:19 -08:00
Arturlang
fdd0ae9db0 Can't kinetic crusher mark a space dragon anymore (#2591)
## About The Pull Request
Makes dragons unable to be marked by a kinetic crusher.

## Why It's Good For The Game
Kinetic crushers get kinda whack amounts of damage with mark because
they're balanced for megafauna health.

## Proof Of Testing

https://github.com/user-attachments/assets/9f62107b-f9c7-41d4-99e0-82bf8e35c17c


## Changelog

🆑
balance: Can't kinetic crusher mark space dragons anymore
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-12-01 09:31:43 +00:00
Alexis
780ce44d33 Skyrat Cleanup: Total Veteran Annihilation (#2519)
## About The Pull Request
Removes all fragments of veteran code from the game.
## Why It's Good For The Game
It should help maintainers when doing upstream syncs as it removes some
non-modular code. Also we have no use for the veteran system.
## Proof Of Testing
It compiled and ran.
## Changelog
Nothing player facing.

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-28 09:07:02 +00:00
LT3
2b33ea898d Remove flip sickness for freerunners (#2550)
## About The Pull Request

Puts back in the check for freerunning trait when flipping. Also moves
synthetic vomit to the vomit proc instead of typechecking on the emote.

## Why It's Good For The Game

The 8 points lets them flip.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/ad4367b4-fcb6-4b6c-bd3c-0d7b3ae36241)

</details>

## Changelog

🆑 LT3
fix: Freerunners are immune to flip and spin sickness
/🆑
2024-11-27 20:07:36 +00:00
LT3
5b236ea3dc Update health analyzer to show blessed lobotomy (#2537)
## About The Pull Request

Adds blessed lobotomy to the health analyzer output to treat soul-bound
traumas.
## Why It's Good For The Game

They quit showing as permanent

## Changelog

🆑 LT3
fix: Health analyzers now let you know blessed lobotomy exists
/🆑
2024-11-26 04:21:48 +00:00
nevimer
356efbfb3e Public Logging Update (#1545)
Use Regex to be smarter.

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Public logging finds ckeys via regex to remove them from lines now. Not
used for player say, at the moment. Not needed there either, as ckeys
are only used by key_name() and thats passed down as a string. rather
than just edit every instance of the proc, ill just regex them out by
adding identifiers into the ckey blocks in logs and snip them that way.

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

Public logs are little more private. We want them only to have
characters, no keys.

## Proof Of Testing

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
refactor: public logging uses regex for cases of mechanics now. 
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

<!-- By opening a pull request. You have read and understood the
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Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-25 18:54:51 -05:00
thegrb93
afc7a5cf3e Fix synths vomitting from too much flip (#2547)
## About The Pull Request
Dunno if this is the ideal fix or if the vomit proc needs an override
for checking issynthetic.
## Why It's Good For The Game
Synths are more agile at flipping and don't spew chunks
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
fix: Synths vomit nanites when flipping too many times
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2024-11-25 21:09:34 +00:00
LT3
53c2f8728c Fix ghosts being unable to flip (#2544)
## About The Pull Request

As it says

## Changelog

🆑 LT3
fix: Ghosts can use the flip emote again
/🆑
2024-11-24 18:22:54 -08:00
LT3
fc201ab122 Fixes emote cooldown (#2535)
## About The Pull Request

Removes all remnants of the broken SR emote cooldown, reverting back to
standard TG.

## Why It's Good For The Game

Cooldown on emotes work properly, people can flip again (without
beyblading.)

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/8cbda9aa-ba78-4082-a620-d4ac93f8df65

</details>

## Changelog

🆑 LT3
fix: Emote cooldowns work properly
del: Removed Freerunning restriction on the flip emote
/🆑
2024-11-24 20:42:20 +00:00
Waterpig
ca355b9779 Merge branch 'master' into upstream-24-11b 2024-11-22 20:20:15 +01:00
The Sharkening
cc55f95a34 Succumbing now alerts everyone around you that you gave up on life. (#2193)
## About The Pull Request

Per title

## Why It's Good For The Game

This will clear up some confusion in tense moments. At the end of the
day, if you succumb, it's not the other person's fault you died.
(Security shouldn't be blamed for "executing" someone who succumbs)

## Proof Of Testing

I'm not going to have an easy time screenshotting a balloon alert. If it
compiles, it works.

## Changelog

🆑
add: Succumbing now alerts everyone that you gave up on life.
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2024-11-20 21:11:40 +00:00
Ben10Omintrix
8492ff7d69 slightly redoes how animals hunt for food (#87166)
## About The Pull Request
before, if u wanted to make ur animal hunt for food, u had to give them
the find food subtree, the attacking subtree, and had to edit their
targeting stratedgy to include items. this makes it so u only have to
give them just 1 subtree which will handle everything it needs to. also
makes it alot more customizable, u can now set a hunger cooldown for ur
animals, and cute emotes for them to play after eating food

## Why It's Good For The Game
makes it more convenient for future devs to include food hunting
behaviors to their animals, while also making it more customizable

## Changelog
🆑
code: animals' food hunting behavior has been refactored, please report
any bugs
/🆑
2024-11-16 00:42:55 -08:00
grungussuss
154cc69c90 Offering an item displays a balloon alert to viewers (#87174)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-11-16 00:39:08 -08:00
Jerry
defb6e2c4a Better ghost tray scan (#87143)
## About The Pull Request

Partially improves:
* #46002 

Previously, the ghost's "t-ray view" acted as a toggle, even though the
scan only occurred once. This PR changes it to function as an action
rather than a toggle, removing the need to press the button twice.

While the ideal solution would be for the t-ray scan to work on the
process tick, my attempt to give ghosts their own t-ray scanner and to
toggle it on upon using the verb did not work as expected because the
scanner didn't recognize the ghost as its holder (`mob/viewer` in the
code).

This update serves as an improvement to the current behaviour, but in
the future, the t-ray scan verb should function like a normal t-ray
scanner, instead of just a one-time scan.
## Why It's Good For The Game

Improves the t-ray verb, before it acted as a toggle even though it only
worked once upon toggling on. Improves user experience using this verb.
## Changelog
🆑
fix: the ghost "t-ray view" no longer requires a double press to
activate a second time.
qol: renamed "t-ray view" to "t-ray scan" for clarity.
/🆑
2024-11-16 00:30:47 -08:00
grungussuss
035b31b704 pet emotes, pet bonus adjustment (#87126)
## About The Pull Request
- pet bonus element now works by getting an emote fed into it.
- all pets who had pet bonus emotes now have it as a proper emote they
can use if controlled by a player.
## Why It's Good For The Game
- standardises pet bonus so it's easier to give more behaviors to
petting, like sounds :3
- allows basic mobs controlled by players to use the emote at will,
which will allow them to react to situations more with emotes.
## Changelog
🆑 grungussuss
add: a lot of basic mobs and pets got new emotes
refactor: emotes triggered by petting pets work differently now, please
report any oddities with these behaviors.
sound: new emotes for basic mobs got sounds
/🆑
2024-11-16 00:30:00 -08:00
MrMelbert
9acbfb51a4 Fix dead bees not being their proper bee self (#87150)
## About The Pull Request

Fixes #87147

Whomever refactored bees null'd the beegent before spawning the corpse,
and we pass the bee by ref into corpse init to grab beegent

## Changelog

🆑 Melbert
fix: Dead bees maintain their color and reagents
/🆑
2024-11-14 16:05:38 -08:00
Cruix
d77050d057 Fixed Chameleon clothing not updating your sprite in some cases (#87100)
## About The Pull Request

Whenever you equip or unequip a piece of clothing (or change the
appearance of a chameleon item while wearing it), the game checks to see
if your sprite needs to update the parts of your body that are obscured
by that clothing. However, it only actually updates your sprite if the
item covers a part of your body that is relevant to your sprite. If you
equip an item that hides a part of your body (such as a chameleon helmet
set to something that hides your hair), then transform that item into a
form that no longer covers anything, it will see that the item covers
nothing important and skip trying to update your appearance.

Removing this check will cause update_body() calls to occur slightly
more often, but in the cases where it actually shouldn't update, the
sprite update code will detect that the rendering key for each limb has
not changed and exit without making any sprite changes, so the
performance hit will be minimal.

Similar situation with face-covering chameleon items and sec huds: You
could equip a face-covering chameleon item to make your sec hud arrest
status disappear, change the item to something that does not cover your
face, and then remove it, and your sec hud arrest status would not
update.

## Why It's Good For The Game

## Changelog

🆑
fix: Fixed chameleon clothing sometimes making you bald or hiding other
parts of your sprite.
/🆑

Fixes #83570
# Conflicts:
#	code/modules/mob/living/carbon/human/human_update_icons.dm
2024-11-14 16:05:36 -08:00
DATA
bf6205d777 Fixes server hop not fading the screen to black (#87132)
## About The Pull Request

Fixes #29496 ... probably? I can't actually test this on a localhost but
it SHOULD work now

## Changelog

🆑
fix: Server Hopping should fade your screen into black, as it should.
/🆑
2024-11-14 16:04:17 -08:00
DATA
db54d71397 Fixes xeno queen not being able to promote a drone into a praetorian (#87124) 2024-11-14 16:01:04 -08:00
DATA
e88be84493 Fixes ghosts not being able to check IDs from afar (#87125) 2024-11-14 16:01:04 -08:00
Jerry
6cac73780a Fixes dead borg becoming invisible on changed z level (#87104)
## About The Pull Request

When a borg changes z level the code below runs:

```DM
cut_overlay(eye_lights)
SET_PLANE_EXPLICIT(eye_lights, PLANE_TO_TRUE(eye_lights.plane), src)
add_overlay(eye_lights)	
```

But when the borg is dead, eye_lights in null, so I added an if check to
see if eye_lights exists. This stops the dead borg from becoming
invisible when z level changes.

* Fixes #86970 
## Why It's Good For The Game

Borgs won't become invisible when z level changes.
## Changelog
🆑
fix: dead borgs no longer become invisible upon changing z level
/🆑
2024-11-14 15:59:46 -08:00
SyncIt21
6cbf559902 [NO GBP] Fixes drone toolbox issues (#87073)
## About The Pull Request
- Fixes #87071 as in
 a) Dropping a drone tool will put it back in the toolbox again
 b) You can manually put the tool back in the toolbox via mouse click
 c) You cannot dump the contents of the drone toolbox on anything

## Changelog
🆑
fix: you can drop/put drone tools back in the toolbox
fix: you cannot dump the contents of the drone toolbox
/🆑
2024-11-14 15:57:15 -08:00
necromanceranne
8d733c4f2d Adds the Fundamentally Evil quirk. Interactions with Empathy and Honorbound. (#87045)
## About The Pull Request

Adds the Fundamentally Evil quirk. The quirk does nothing in of itself.

If an Empath examines you, they will be shaken up by the fact that you
are totally evil.

Mindreaders can literally see that you're evil. If they're ALSO evil, it
gives a gives a unique message.

Honorbound chaplains can freely attack you without first declaring you
evil. You are already evil. There is no outward tells for this fact, but
if the chaplain pays attention to the medical records, you might have a
problem on your hands.

You are significantly harmed by holy water and holy explosions. So don't
drink holy water if you can help it.

## Why It's Good For The Game

I just think it'd be funny to have some crew, for whatever reason, be
fully committed to being evil for no reason other than it is funny to
bother empaths.

I want a chaplain to come to the realization that I'm evil and see what
happens.

## Changelog
🆑
add: Fundamentally Evil quirk. You might act normal, but you know deep
down that you totally don't give a shit about anyone but yourself.
Empaths better watch out.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
# Conflicts:
#	code/controllers/subsystem/processing/quirks.dm
2024-11-14 15:57:13 -08:00
Ben10Omintrix
f380bd4c6e Bring your pet to work day! (#86879)
## About The Pull Request
Adds a new neutral station trait where people are able to bring their
personal pets to show off to the rest of the crew (or to donate to the
chef). Before joining, players will be able to customize their pets



https://github.com/user-attachments/assets/5a5cda18-e551-4f87-b649-67a6940ffc6a

u can set their name, gender, pet carrier color, and teach them give
them a unique dance sequence trick. if players dont wish to opt in, they
also have the choice not to

## Why It's Good For The Game
adds a new station trait which people can RP around, whether its by
competitively comparing pets, or resolving conflicts around pets being
killed/kidnapped. Ive also GAGsified pet carriers, so people can now
have the option to recolor those too

## Changelog
🆑
add: adds a new station trait, "bring your pet to work" day
/🆑
2024-11-14 15:35:33 -08:00
LT3
aea322eea8 Fix alternate meow/purr (#2415)
## About The Pull Request

Fixes alternate meow/purr from being restricted after an upstream
mirror.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/6b875039-5ede-433b-8392-4d11275ddb10)

</details>

## Changelog

🆑 LT3
fix: Alternate meow and purr emotes work again
/🆑
2024-11-14 07:46:48 +00:00
Roxy
bb7bb60af1 Fix guests spawning in naked (#2412)
## About The Pull Request

Add `?` operator to `alt_job_titles` accesses

## Why It's Good For The Game

Fixes #2209 

## Proof Of Testing

Spawned in as a guest with my proper equipment and title.
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog

Nothing relevant to players
2024-11-12 14:06:00 -05:00
Majkl-J
123776f129 Bubber Edits 2 2024-11-11 00:44:06 -08:00
MrMelbert
1cf875363a Refactor special_step_sounds out of existence, Human steps now depend on leg type, Digitigrade legs use claw footstep sfx (#87006)
## About The Pull Request

1. Deletes `special_step_sounds`. Unused anyways. 
2. Human footstep type is now determined by its legs. 
- This means a human with two different legs, with two different
footstep types, now alternate between footstep type every other step.
3. Digitigrade legs now use claw footstep sfx

## Why It's Good For The Game

Less random species vars, more dynamic human code, and a little bit more
immersion

## Changelog

🆑 Melbert
refactor: Refactored footsteps for humans. Human footstep sound effects
are now determined by your leg type. Report any oddities.
qol: Digitigrade legs now play claw footstep SFX. "plat plat" is dead,
long live "tap tap".
/🆑
2024-11-11 00:43:40 -08:00
MrMelbert
ab46eeb90e Inventory slots will dim when unusable due to equipment or bodyparts, rather than just for species hardcoded slots (#86935)
## About The Pull Request

Closes #54039

Rather than only dimming inventory slots your species are unable to use,
unusable inventory slots in general are dimmed.
For example, not wearing a jumpsuit shows this:

![image](https://github.com/user-attachments/assets/f66c023f-f2d8-4a7a-8aa8-3fc441c0f52e)

## Why It's Good For The Game

Makes it a bit more transparent what you can and can't wear given your
current equipment or status.

## Changelog

🆑 Melbert
qol: Unusable inventory slots (as according to your bodyparts or
equipment) will now be dimmed (similarly to how unusable inventory slots
are dimmed for certain species like Golems).
/🆑
# Conflicts:
#	code/modules/mob/living/carbon/human/_species.dm
#	code/modules/surgery/organs/organ_movement.dm
2024-11-11 00:43:40 -08:00
jimmyl
3f5488937b (bounty) you may wear gloves one armed (#86815)
## About The Pull Request


![image](https://github.com/user-attachments/assets/542ebabd-b00e-4caf-bd9e-5a096181a626)


## Why It's Good For The Game

no reason lacking a hand should somehow prohibit wearing a glove on your
other hand

## Changelog
🆑
balance: you may wear gloves one armed
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-11 00:43:40 -08:00
Ghom
58b9009ae5 Space dragons can now catch and eat fish (plus shark form and rift fishing) (#86582) 2024-11-11 00:43:40 -08:00
Ilán Mori
9facb9914a Adds more extensive config settings for human authority (#86886)
## About The Pull Request
Before there were two settings for human authority:
`ENFORCE_HUMAN_AUTHORITY` and `ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE`
The first, if enabled, would not let non-humans be heads of staff unless
they had a specific var on their job set to TRUE.
The second, if enabled, would simply ignore that var and reject the
non-human anyways.

This PR replaces both of those settings with a single one,
`HUMAN_AUTHORITY`. You can set it to one of four settings:
* "OFF": human authority will be turned OFF. Non-Humans will be able to
be heads of staff.
* "HUMAN WHITELIST": human authority will be turned OFF, HOWEVER; if a
job has its new `human_authority` variable set to
`JOB_AUTHORITY_HUMANS_ONLY`, then whoever picks that job will be forced
to be human.
* "NON-HUMAN WHITELIST": human authority will be turned ON. However, if
a job has its `human_authority` variable set to
`JOB_AUTHORITY_NON_HUMANS_ALLOWED`, a non-human can become that job.
This is what we have now, it works the same as if
`ENFORCE_HUMAN_AUTHORITY` were turned on. This is also what I've set as
the default value.
* "ENFORCED" human authority will be turned ON. Non-Humans will never be
able to be heads of staff. This is what
`ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE` used to do.

You can also now set the `human_authority` variable through
`jobconfig.toml`!

## Why It's Good For The Game

Allows more configuration options for downstreams, and lets keyholders
and headmins have more options over how to set up human authority.

## Changelog
🆑
config: Both human authority settings were combined into a singular one,
allowing for more flexibility
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
# Conflicts:
#	config/game_options.txt
#	config/jobconfig.toml
2024-11-11 00:43:39 -08:00
Jerry
7889251917 Fix and improvements to "Look Up" and "Look Down" IC verbs. (#87009)
## About The Pull Request

This PR fixes and improves the IC verbs "Look Up" and "Look Down". 

Fixes https://github.com/tgstation/tgstation/issues/85532

The fix mentioned is for
https://github.com/tgstation/tgstation/issues/85532 but it is not
limited to cyborgs. Basically, if you tried to look up but you did not
manage to find something an exception happened because
`looking_vertically` was not changed. This lead to not being able to
stop looking up or down for the rest of the round until you were able to
see something through a different z level.

There are three improvements introduced with this PR:

### 1. Check if there is a point looking up or down

Basically the code checks if there exists a turf above you, and if that
is not the case it disallows you from looking up and tells you `There's
nothing interesting above. Better keep your eyes ahead.`, or if there is
no turf below you it disallows you from looking down and letting you
know with the according message `There's nothing interesting below.
Better keep your eyes ahead.`.

This makes it clear that there is no point for the user to be looking up
or down when in these situations as there will never be anything to see.

### 2. Inform the user about their current look stance

If the user presses the verb "Look Up", they will be informed with `You
tilt your head upwards.` to show that the action is continuous. By
pressing it again, the game will tell them `You set your head straight
again.` to show that they are no longer trying to look up. The same
behaviour happens when you try to look down.

### 3. Stops user from looking up or down if there is no turf above or
below

This makes it so the game doesn't spam you with `You can't see through
the floor above/below you.` and it eliminates the need to reset your
head stance once you have reached these levels, streamlining the
experience a little more.

## Why It's Good For The Game

Fixes bug and improves user experience by giving feedback for the verbs
and disabling the functionality in scenarios where looking up or down is
useless, eliminating confusion. Also resets your head stance if you
happen to go up or down into the vertical edges of the station.

## Changelog
🆑
fix: fixed not being able to stop looking up or down if unable to find
something until you found something
qol: feedback for "Look Up" or "Look Down" verbs to reduce confusion
caused by the verbs
qol: limited usage of "Look Up" and "Look Down" to cases where there is
a turf above your or below you accordingly
qol: automatically stops you from looking up or down when there is no
turf above or below you
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-11 00:43:39 -08:00
carlarctg
6dc20f5125 Fixed various DNA code issues that allowed base monkeys to be humanized (#86688)
## About The Pull Request

Added a NO_DNA_SCRAMBLE check to the actual inactive mutation shuffling
action.

Added a mutadone check to the remove individual mutation proc.

Added arguments to inflate_gib().

Syndicate Monkeys will now slowly explode via the above proc if they're
species-changed.

This PR will not compile due to a bug on master.
## Why It's Good For The Game

> Added a NO_DNA_SCRAMBLE check to the actual inactive mutation
shuffling action.

I added this to the wrong proc. Turns out scramble_dna() is unrelated to
Scramble DNA. Yeah.

> Added a mutadone check to the remove individual mutation proc.

Someone forgor this and it became an issue when TRAIT_BORN_MONKEY was
added, which calls this proc instead of remove_mutation_groups on
ingestion, which does have the parameter.

> Added parameters to inflate_gib().

Default is the same as it used to be.

> Syndicate Monkeys will now slowly explode via the above proc if
they're species-changed.

I love seeing people use my syndicate monkeys but more often than not
they or the monkey immediately fuck off to become a human in genetics,
and holy shit that riles me up hard. This item is not meant to give you
a free human buddy. It's meant to give you a free monkey buddy.
Originally I didn't worry too much about the crew finding out ways to
humanize, but I changed my mind after seeing how one-note players are. I
don't want another lame cheese exploit causing people to use this as
cheap reinforcements.

The uplink item's desc has been updated to fit this new information.

You can still brain transfer, if you want to lose the clever mutation
and have a human that can't use machines.
## Changelog
🆑
fix: We found out that the money meant to purchase mutation vaccines for
Syndicate Monkey agents against mutation was being embezzled to buy
Space Yachts. We've repurposed their biomass towards a new and improved
vaccine, which has the minor side effect of causing allergies if their
species type is forcibly altered.
/🆑
2024-11-11 00:43:39 -08:00
grungussuss
da48902a52 Snore sounds (#86964)
## About The Pull Request

https://github.com/user-attachments/assets/d969d7c2-a2a9-47db-b1d3-5ba0bef01534
## Why It's Good For The Game
more immersion
## Changelog
🆑 grungussuss and redemptionarc
sound: snoring now has sounds, snoring will happen more often while
asleep
/🆑
# Conflicts:
#	code/modules/mob/living/carbon/human/_species.dm
2024-11-11 00:43:38 -08:00
MrMelbert
aec6324344 Refactors health doll, replaces "wounded" screen alert (#87011)
## About The Pull Request

The screen alert for being wounded is deleted

Instead, your health doll will now glow red on any (and all) wounded
limbs


https://github.com/user-attachments/assets/83565684-3e19-4753-8034-d8de6574e2b8

To accomplish this, the doll was refactored a bit. No longer operates
off of overlays, now uses vis contents across every limb, and just
updates the icon state of all those vis contents

## Why It's Good For The Game

Wounds really spam the hell out of you with screen alerts and it often
blocks you from seeing more relevant alerts that you care about

The mere presence of a minor dislocation on your leg prevents you from
noticing that you are no longer breathing. This is a bit troublesome

This can be resolved in other ways, of course - adding a priority value
to alerts? - but instead, I think we can just make better use of our
existing hud elements

I find this decently intuitive, at a glance. 
- The old screen alert gave you a tooltip saying you could click the
alert to examine yourself.
- Clicking on the health doll examines yourself the exact same way.
- So, players may see their doll glowing red, and click on it to self
examine, to see the report of them having a wound on their leg or chest
or whatever.

## Changelog

🆑 Melbert
del: Having any wounds no longer gives you an alert in the top right
qol: Having any wounds now make the corresponding bodypart on your
health doll (the lil dude on the right side of the screen) glow red.
refactor: Refactored how the hud's health doll shows up for humans.
Report any oddities
/🆑
2024-11-11 00:43:38 -08:00
SyncIt21
93287b08f9 Stops drone held tools from being force moved (#87037)
## About The Pull Request
- Fixes #86989

The component `/datum/component/holderloving` doesn't help with this
case. This is because camera assemblies uses
`temporarilyRemoveItemFromInventory()` which does not trigger a force
move so this component does nothing.

`temporarilyRemoveItemFromInventory()` does however check for trait
`TRAIT_NODROP` which we add to our drone tools to stop it from being
force moved


## Changelog
🆑
fix: tools from the drone toolbox cannot be forcefully removed in
certain situations e.g. when using the drone gas analyser to upgrade the
camera assembly
/🆑
2024-11-11 00:43:37 -08:00
MrMelbert
3c5b1d8b68 Puts blood back on floor plane, puts runes on floor plane (removes shadows from blood and runes) (#87013)
## About The Pull Request

Basically goes through and puts some flat objects onto the floor plane.
Also puts blood back on the floor plane, since it seems like it used to
be but may have been moved mistakenly questionmark.

This means they will not be affected by Ambient Occlusion: 


![image](https://github.com/user-attachments/assets/594b878b-e5e9-42e3-900e-3c9390c819ee)

## Why It's Good For The Game

A lot of these "flat" things look really out of place because they're
secretly "floating" due to being on the wrong plane

## Changelog

🆑 Melbert
qol: Runes, crayons, and similar decals no longer have shadows
fix: Blood and similar "mess" decals no longer have shadows (again)
/🆑
2024-11-11 00:43:35 -08:00
Joshua Kidder
0260da55ba Adds hiding what you're wearing on your belt, adds the flag to a bunch of stuff (#86884)
We have the HIDEBELT flag but it isn't used anywhere and in fact is not
functional, so I added code to examine to enable it. I also threw the
flag onto a bunch of stuff -- primarily big billowy things, or stuff
like trenchcoats. This would include hiding guns, toolbelts, plant bags,
things of that nature. If you steal the Captain's saber and throw a
bedsheet on your head, you've pulled off the perfect crime.

Adds another way to be sneaky and immensely suspicious, increasing
paranoia when some guy wearing a big shapeless suit walks into the room.

![200w](https://github.com/user-attachments/assets/6faf3e9b-1a8a-4dec-ad4f-12792cf7eba0)
🆑 Bisar
add: Clothing can now hide what you're wearing on your belt.
/🆑
2024-11-11 00:43:35 -08:00